/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeExecutionTypes.h
Describes a state tree transition. Source is the state where the transition started, Target describes the state where the transition pointed at, and Next describes the selected state. The reason Transition and Next are different is that Transition state can be a selector state, in which case the children will be visited until a leaf state is found, which will be the next state.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FStateTreeTransitionResult
EStateTreeState...
ChangeType
If the change type is Sustained, then the CurrentState was reselected, or if Changed then the state was just activated.
FStateTreeActiv...
CurrentActiveStates
Current active states, where the transition started.
EStateTreeRunSt...
CurrentRunStatus
Current Run status.
FStateTreeState...
CurrentState
The current state being executed. On enter/exit callbacks this is the state of the task.
FStateTreeActiv...
NextActiveStates
States selected as result of the transition.
EStateTreeTrans...
Priority
Priority of the transition that caused the state change.
FStateTreeState...
SourceState
Transition source state
FStateTreeState...
TargetState
Transition target state